Tom Clancey’s Splinter Cell: Conviction recently hit the shelves, and let me tell you, I was excited. I have loved the series since playing its very first installment on the PC years ago and although dubious at first, I have come to love the new directions they are taking the games in.
The previous game was Double Agent, where much of the game became about the player’s choices and operating on both sides of the law. It brought some good things to the series, though the daylight levels were an absolute pain and I’m glad to see they have been dropped in Conviction.
For me, Splinter Cell has been an ever evolving series. Slowly, at first, with simple gameplay tweaks and graphical improvements, new gadgets and more open level design as the series went on. Double Agent mixed things up a bit but when I saw a very early teaser for Conviction, I was sceptical about the radical change in gameplay. I feared that Ubisoft were going to make it more “run and gun” than the patient, tense stealth game it had been.
Admittedly, they kind of have. If you got spotted in the previous SC’s you were pretty screwed, your only chance was to dodge back into the shadows, hide and pray that the guy with the flashlight didn’t poke his head around the wrong corner. Now, you can crack out the guns, grab a hostage and blast your way out if needs be, but the feel of the original series is still there, for which I’m thankful.
These two polar opposites of gameplay usually suck in a game, stealth and full on shooter rarely mix well. However I think Ubisoft have come about as close as anyone ever has of bringing these two elements together perfectly. Both feel pretty good and work well. You still have to be damn careful in a firefight, get too ambitious and the enemy will drop you faster than a christmas kitten into a canal. But if your back is against the wall, there’s always the opportunity to go Leroy Jenkins and get out of a bad situation.
This brings me to the cooperative play. In previous games, the coop was usually tagged on, had a few little gimmick objectives and was never anything great. It added a little extra play time, but wasn’t what you bought the game for. I was very curious about the coop campaign of Conviction, as it seemed they had genuinely gone for gold this time. However, lacking any friends that play the series on Xbox Live, I had avoided the coop in fear of getting some unknown asshole screwing up my stealthing.
However, I tried it out. I hooked up a randomer, let the opening cutscene roll and got stuck in. At first all was well, but soon enough Mr Unknown started just charging into every situation guns a’blazin. What struck me however, was just how awesome it was to have him do this. I was creeping along, scaling balconies, slipping through airvents and silently dispatching the enemy, whilst he was kicking down doors, using fully automatic weapons, flashbangs and not really giving a shit about stealth at all. But it WORKS. Surprised? I was. Very, very surprised.
Whilst Randomer was tying up the enemies in firefights, I was using EMP gadgets and sonar goggles to mark targets and stun enemies for him. I was using the execution moves on anybody thay tried to flank him and whilst he pinned them down with full auto, I would slip out of the shadows and send them to hell.
I am genuinely stunned at how fun utilising the two different methods of gameplay to such extremes is, and at how well it goes together. One doesn’t really effect the other if you don’t want it to. I would love to play through on full stealth mode, after all, thats what Splinter Cell has always done best. But having a stranger go apeshit with an AK-47 whilst I take care of the sneaky shit is fine by me.
All in all, Splinter Cell: Conviction is the most fun I’ve had on an Xbox Coop game with a stranger, ever. A damn fun experience that I would recommend to anyone in a heartbeat and, as such, will now renew my efforts of pestering someone I actually know to buy the game because I am certain that if its this fun with a 360 random, it will be ten times as fun with a friend.